27 research outputs found

    New algorithms for approximate Nash equilibria in bimatrix games

    Get PDF
    We consider the problem of computing additively approximate Nash equilibria in non-cooperative two-player games. We provide a new polynomial time algorithm that achieves an approximation guarantee of 0.36392. Our work improves the previously best known (0.38197Âż+Âże)-approximation algorithm of Daskalakis, Mehta and Papadimitriou [6]. First, we provide a simpler algorithm, which also achieves 0.38197. This algorithm is then tuned, improving the approximation error to 0.36392. Our method is relatively fast, as it requires solving only one linear program and it is based on using the solution of an auxiliary zero-sum game as a starting point. The first author was supported by NWO. The second and third author were supported by the EU Marie Curie Research Training Network, contract numbers MRTN-CT-2003-504438-ADONET and MRTN-CT-2004-504438-ADONET respectively

    New Algorithms for Approximate Nash Equilibria in Bimatrix Games

    Get PDF
    We consider the problem of computing additively approximate Nash equilibria in noncooperative two-player games. We provide a new polynomial time algorithm that achieves an approximation guarantee of 0.36392. We first provide a simpler algorithm, that achieves a 0.38197-approximation, which is exactly the same factor as the algorithm of Daskalakis, Mehta and Papadimitriou.This algorithm is then tuned, improving the approximation error to 0.36392. Our method is relatively fast and simple, as it requires solving only one linear program and it is based on using the solution of an auxiliary zero-sum game as a starting point. Finally we also exhibit a simple reduction that allows us to compute approximate equilibria for multi-player games by using algorithms for two-player games

    Approximate Equilibria in Games with Few Players

    Full text link
    We study the problem of computing approximate Nash equilibria (epsilon-Nash equilibria) in normal form games, where the number of players is a small constant. We consider the approach of looking for solutions with constant support size. It is known from recent work that in the 2-player case, a 1/2-Nash equilibrium can be easily found, but in general one cannot achieve a smaller value of epsilon than 1/2. In this paper we extend those results to the k-player case, and find that epsilon = 1-1/k is feasible, but cannot be improved upon. We show how stronger results for the 2-player case may be used in order to slightly improve upon the epsilon = 1-1/k obtained in the k-player case

    Parameterized Two-Player Nash Equilibrium

    Full text link
    We study the computation of Nash equilibria in a two-player normal form game from the perspective of parameterized complexity. Recent results proved hardness for a number of variants, when parameterized by the support size. We complement those results, by identifying three cases in which the problem becomes fixed-parameter tractable. These cases occur in the previously studied settings of sparse games and unbalanced games as well as in the newly considered case of locally bounded treewidth games that generalizes both these two cases

    On the Approximation Performance of Fictitious Play in Finite Games

    Full text link
    We study the performance of Fictitious Play, when used as a heuristic for finding an approximate Nash equilibrium of a 2-player game. We exhibit a class of 2-player games having payoffs in the range [0,1] that show that Fictitious Play fails to find a solution having an additive approximation guarantee significantly better than 1/2. Our construction shows that for n times n games, in the worst case both players may perpetually have mixed strategies whose payoffs fall short of the best response by an additive quantity 1/2 - O(1/n^(1-delta)) for arbitrarily small delta. We also show an essentially matching upper bound of 1/2 - O(1/n)

    A class of population dynamics for reaching epsilon-equilibria : engineering applications

    Get PDF
    © 2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other worksThis document proposes a novel class of population dynamics that are parameterized by a nonnegative scalar . We show that any rest point of the proposed dynamics corresponds to an -equilibrium of the underlying population game. In order to derive this class of population dynamics, our approach is twofold. First, we use an extension of the pairwise comparison revision protocol and the classic mean dynamics for well-mixed populations. This approach requires full-information. Second, we employ the same revision protocol and a version of the mean dynamics for non-well-mixed populations that uses only local information. Furthermore, invariance properties of the set of allowed population states are analyzed, and stability of the -equilibria is formally proven. Finally, two engineering examples based on the -dynamics are presented: A control scenario in which noisy measurements should be mitigated, and a humanitarian engineering application related to wealth distribution in poor societies. © 2016 American Automatic Control Council (AACC).Peer ReviewedPostprint (author's final draft

    Computing Approximate Nash Equilibria in Polymatrix Games

    Full text link
    In an ϵ\epsilon-Nash equilibrium, a player can gain at most ϵ\epsilon by unilaterally changing his behaviour. For two-player (bimatrix) games with payoffs in [0,1][0,1], the best-knownϵ\epsilon achievable in polynomial time is 0.3393. In general, for nn-player games an ϵ\epsilon-Nash equilibrium can be computed in polynomial time for an ϵ\epsilon that is an increasing function of nn but does not depend on the number of strategies of the players. For three-player and four-player games the corresponding values of ϵ\epsilon are 0.6022 and 0.7153, respectively. Polymatrix games are a restriction of general nn-player games where a player's payoff is the sum of payoffs from a number of bimatrix games. There exists a very small but constant ϵ\epsilon such that computing an ϵ\epsilon-Nash equilibrium of a polymatrix game is \PPAD-hard. Our main result is that a (0.5+δ)(0.5+\delta)-Nash equilibrium of an nn-player polymatrix game can be computed in time polynomial in the input size and 1δ\frac{1}{\delta}. Inspired by the algorithm of Tsaknakis and Spirakis, our algorithm uses gradient descent on the maximum regret of the players. We also show that this algorithm can be applied to efficiently find a (0.5+δ)(0.5+\delta)-Nash equilibrium in a two-player Bayesian game

    Approximate Well-supported Nash Equilibria below Two-thirds

    Get PDF
    In an epsilon-Nash equilibrium, a player can gain at most epsilon by changing his behaviour. Recent work has addressed the question of how best to compute epsilon-Nash equilibria, and for what values of epsilon a polynomial-time algorithm exists. An epsilon-well-supported Nash equilibrium (epsilon-WSNE) has the additional requirement that any strategy that is used with non-zero probability by a player must have payoff at most epsilon less than the best response. A recent algorithm of Kontogiannis and Spirakis shows how to compute a 2/3-WSNE in polynomial time, for bimatrix games. Here we introduce a new technique that leads to an improvement to the worst-case approximation guarantee

    A Direct Reduction from k-Player to 2-Player Approximate Nash Equilibrium

    Full text link
    We present a direct reduction from k-player games to 2-player games that preserves approximate Nash equilibrium. Previously, the computational equivalence of computing approximate Nash equilibrium in k-player and 2-player games was established via an indirect reduction. This included a sequence of works defining the complexity class PPAD, identifying complete problems for this class, showing that computing approximate Nash equilibrium for k-player games is in PPAD, and reducing a PPAD-complete problem to computing approximate Nash equilibrium for 2-player games. Our direct reduction makes no use of the concept of PPAD, thus eliminating some of the difficulties involved in following the known indirect reduction.Comment: 21 page
    corecore